9,659 research outputs found

    Advances in Manipulation and Recognition of Digital Ink

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    Handwriting is one of the most natural ways for a human to record knowledge. Recently, this type of human-computer interaction has received increasing attention due to the rapid evolution of touch-based hardware and software. While hardware support for digital ink reached its maturity, algorithms for recognition of handwriting in certain domains, including mathematics, are lacking robustness. Simultaneously, users may possess several pen-based devices and sharing of training data in adaptive recognition setting can be challenging. In addition, resolution of pen-based devices keeps improving making the ink cumbersome to process and store. This thesis develops several advances for efficient processing, storage and recognition of handwriting, which are applicable to the classification methods based on functional approximation. In particular, we propose improvements to classification of isolated characters and groups of rotated characters, as well as symbols of substantially different size. We then develop an algorithm for adaptive classification of handwritten mathematical characters of a user. The adaptive algorithm can be especially useful in the cloud-based recognition framework, which is described further in the thesis. We investigate whether the training data available in the cloud can be useful to a new writer during the training phase by extracting styles of individuals with similar handwriting and recommending styles to the writer. We also perform factorial analysis of the algorithm for recognition of n-grams of rotated characters. Finally, we show a fast method for compression of linear pieces of handwritten strokes and compare it with an enhanced version of the algorithm based on functional approximation of strokes. Experimental results demonstrate validity of the theoretical contributions, which form a solid foundation for the next generation handwriting recognition systems

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    Study of spread spectrum multiple access systems for satellite communications with overlay on current services

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    The feasibility of using spread spectrum techniques to provide a low-cost multiple access system for a very large number of low data terminals was investigated. Two applications of spread spectrum technology to very small aperture terminal (VSAT) satellite communication networks are presented. Two spread spectrum multiple access systems which use a form of noncoherent M-ary FSK (MFSK) as the primary modulation are described and the throughput analyzed. The analysis considers such factors as satellite power constraints and adjacent satellite interference. Also considered is the effect of on-board processing on the multiple access efficiency and the feasibility of overlaying low data rate spread spectrum signals on existing satellite traffic as a form of frequency reuse is investigated. The use of chirp is examined for spread spectrum communications. In a chirp communication system, each data bit is converted into one or more up or down sweeps of frequency, which spread the RF energy across a broad range of frequencies. Several different forms of chirp communication systems are considered, and a multiple-chirp coded system is proposed for overlay service. The mutual interference problem is examined in detail and a performance analysis undertaken for the case of a chirp data channel overlaid on a video channel

    MIDAS, prototype Multivariate Interactive Digital Analysis System for large area earth resources surveys. Volume 1: System description

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    A third-generation, fast, low cost, multispectral recognition system (MIDAS) able to keep pace with the large quantity and high rates of data acquisition from large regions with present and projected sensots is described. The program can process a complete ERTS frame in forty seconds and provide a color map of sixteen constituent categories in a few minutes. A principle objective of the MIDAS program is to provide a system well interfaced with the human operator and thus to obtain large overall reductions in turn-around time and significant gains in throughput. The hardware and software generated in the overall program is described. The system contains a midi-computer to control the various high speed processing elements in the data path, a preprocessor to condition data, and a classifier which implements an all digital prototype multivariate Gaussian maximum likelihood or a Bayesian decision algorithm. Sufficient software was developed to perform signature extraction, control the preprocessor, compute classifier coefficients, control the classifier operation, operate the color display and printer, and diagnose operation

    Representation, Recognition and Collaboration with Digital Ink

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    Pen input for computing devices is now widespread, providing a promising interaction mechanism for many purposes. Nevertheless, the diverse nature of digital ink and varied application domains still present many challenges. First, the sampling rate and resolution of pen-based devices keep improving, making input data more costly to process and store. At the same time, existing applications typically record digital ink either in proprietary formats, which are restricted to single platforms and consequently lack portability, or simply as images, which lose important information. Moreover, in certain domains such as mathematics, current systems are now achieving good recognition rates on individual symbols, in general recognition of complete expressions remains a problem due to the absence of an effective method that can reliably identify the spatial relationships among symbols. Last, but not least, existing digital ink collaboration tools are platform-dependent and typically allow only one input method to be used at a time. Together with the absence of recognition, this has placed significant limitations on what can be done. In this thesis, we investigate these issues and make contributions to each. We first present an algorithm that can accurately approximate a digital ink curve by selecting a certain subset of points from the original trace. This allows a compact representation of digital ink for efficient processing and storage. We then describe an algorithm that can automatically identify certain important features in handwritten symbols. Identifying the features can help us solve a number of problems such as improving two-dimensional mathematical recognition. Last, we present a framework for multi-user online collaboration in a pen-based and graphical environment. This framework is portable across multiple platforms and allows multimodal interactions in collaborative sessions. To demonstrate our ideas, we present InkChat, a whiteboard application, which can be used to conduct collaborative sessions on a shared canvas. It allows participants to use voice and digital ink independently and simultaneously, which has been found useful in remote collaboration

    Robocasting of dense 8Y zirconia parts: Rheology, printing, and mechanical properties

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    Advanced ceramics with complex geometry have become indispensable in engineering applications. Due to limitations of traditional ceramic fabrication processes, additive manufacturing represents a revolution for shaping and consolidation because of its unique capabilities for increasing shape complexity and reducing waste material. Among the additive manufacturing techniques, robocasting is often considered to yield fine and dense ceramic structures with geometrically complex morphology and high strength. Within this context, it is the objective to attain dense 8 mol% yttria-stabilized zirconia (8Y-ZrO2) by evaluating the influence of solid loading and filament orientation on the physical and mechanical properties of sintered parts. In doing so, a printable ink was developed using an inverse-thermoresponsive hydrogel. Results revealed that ceramic charges of 67.5 and 70 wt% achieved the best balance regarding density, hardness, and compression strength. Furthermore, rectilinear geometry with a filament orientation at 45º displayed higher mechanical response than 0/90º and cylindrical ones.Peer ReviewedPostprint (published version

    Using Facebook for Image Steganography

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    Because Facebook is available on hundreds of millions of desktop and mobile computing platforms around the world and because it is available on many different kinds of platforms (from desktops and laptops running Windows, Unix, or OS X to hand held devices running iOS, Android, or Windows Phone), it would seem to be the perfect place to conduct steganography. On Facebook, information hidden in image files will be further obscured within the millions of pictures and other images posted and transmitted daily. Facebook is known to alter and compress uploaded images so they use minimum space and bandwidth when displayed on Facebook pages. The compression process generally disrupts attempts to use Facebook for image steganography. This paper explores a method to minimize the disruption so JPEG images can be used as steganography carriers on Facebook.Comment: 6 pages, 4 figures, 2 tables. Accepted to Fourth International Workshop on Cyber Crime (IWCC 2015), co-located with 10th International Conference on Availability, Reliability and Security (ARES 2015), Toulouse, France, 24-28 August 201

    3D Printing of Hybrid Architectures via Core-Shell Material Extrusion Additive Manufacturing

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    Biological materials often employ hybrid architectures, such as the core-shell motif present in porcupine quills and plant stems, to achieve unique properties and performance. Drawing inspiration from these natural materials, a new method to fabricate lightweight and stiff core-shell architected filaments is reported. Specifically, a core-shell printhead conducive to printing highly loaded fiber-filled inks, as well as a new low-density syntactic foam ink, are utilized to 3D-print core-shell architectures consisting of a syntactic epoxy foam core surrounded by a stiff carbon fiber-reinforced epoxy composite shell. Effective printing of test specimens and structures with controlled geometry, composition, and architecture is demonstrated with printed core-shell samples exhibiting up to a 25 percent increase in specific stiffness over constituent materials. A detrimental increase in foam density was observed during initial core-shell printing due to failure of glass microballoons (GMBs) during extrusion. To solve this, the second part of the dissertation investigates the relationships between GMB loading, extrusion pressure, nozzle diameter, and flowrate on printed density. These parameters are investigated to gain understanding of the conditions leading to GMB failure, informing selection of process parameters to minimize it. A new syntactic foam ink is formulated with GMBs that exhibit a lower average diameter and higher crush strength, ultimately enabling printing without prominent GMB failure and the ability to achieve near theoretical printed density. The new foam samples are stronger and stiffer than conventional syntactic foams and current DIW-printed foams. Further implementation of the new foam in the C-S architecture enabled a 5 percent increase in specific stiffness over previous values. In the last study, work is done to further expand the capability of C-S printing by demonstrating multimaterial 3D printing using the core-shell nozzle. This approach enables “on-the-fly” switching between materials during fabrication, without the need for two nozzles. Material transition behavior is analyzed, multimaterial components are successfully printed, and flexural testing is conducted. Overall, the new approach enables material switching with a continuous print path, providing greater design flexibility and compositional control, opening new routes to DIW print multimaterial architectures

    Digital Color Imaging

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    This paper surveys current technology and research in the area of digital color imaging. In order to establish the background and lay down terminology, fundamental concepts of color perception and measurement are first presented us-ing vector-space notation and terminology. Present-day color recording and reproduction systems are reviewed along with the common mathematical models used for representing these devices. Algorithms for processing color images for display and communication are surveyed, and a forecast of research trends is attempted. An extensive bibliography is provided
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